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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#pragma warning disable 0219
// Original contribution by: Mitch Thompson
#define SPINE_SKELETONANIMATOR
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Linq;
using System.Reflection;
using Spine;
namespace Spine.Unity.Editor {
using EventType = UnityEngine.EventType;
// Analysis disable once ConvertToStaticType
[InitializeOnLoad]
public class SpineEditorUtilities : AssetPostprocessor {
public static class Icons {
public static Texture2D skeleton;
public static Texture2D nullBone;
public static Texture2D bone;
public static Texture2D poseBones;
public static Texture2D boneNib;
public static Texture2D slot;
public static Texture2D slotRoot;
public static Texture2D skinPlaceholder;
public static Texture2D image;
public static Texture2D genericAttachment;
public static Texture2D boundingBox;
public static Texture2D point;
public static Texture2D mesh;
public static Texture2D weights;
public static Texture2D path;
public static Texture2D clipping;
public static Texture2D skin;
public static Texture2D skinsRoot;
public static Texture2D animation;
public static Texture2D animationRoot;
public static Texture2D spine;
public static Texture2D userEvent;
public static Texture2D constraintNib;
public static Texture2D constraintRoot;
public static Texture2D constraintTransform;
public static Texture2D constraintPath;
public static Texture2D constraintIK;
public static Texture2D warning;
public static Texture2D skeletonUtility;
public static Texture2D hingeChain;
public static Texture2D subMeshRenderer;
public static Texture2D skeletonDataAssetIcon;
public static Texture2D info;
public static Texture2D unity;
// public static Texture2D controllerIcon;
static Texture2D LoadIcon (string filename) {
return (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/" + filename);
}
public static void Initialize () {
skeleton = LoadIcon("icon-skeleton.png");
nullBone = LoadIcon("icon-null.png");
bone = LoadIcon("icon-bone.png");
poseBones = LoadIcon("icon-poseBones.png");
boneNib = LoadIcon("icon-boneNib.png");
slot = LoadIcon("icon-slot.png");
slotRoot = LoadIcon("icon-slotRoot.png");
skinPlaceholder = LoadIcon("icon-skinPlaceholder.png");
genericAttachment = LoadIcon("icon-attachment.png");
image = LoadIcon("icon-image.png");
boundingBox = LoadIcon("icon-boundingBox.png");
point = LoadIcon("icon-point.png");
mesh = LoadIcon("icon-mesh.png");
weights = LoadIcon("icon-weights.png");
path = LoadIcon("icon-path.png");
clipping = LoadIcon("icon-clipping.png");
skin = LoadIcon("icon-skin.png");
skinsRoot = LoadIcon("icon-skinsRoot.png");
animation = LoadIcon("icon-animation.png");
animationRoot = LoadIcon("icon-animationRoot.png");
spine = LoadIcon("icon-spine.png");
userEvent = LoadIcon("icon-event.png");
constraintNib = LoadIcon("icon-constraintNib.png");
constraintRoot = LoadIcon("icon-constraints.png");
constraintTransform = LoadIcon("icon-constraintTransform.png");
constraintPath = LoadIcon("icon-constraintPath.png");
constraintIK = LoadIcon("icon-constraintIK.png");
warning = LoadIcon("icon-warning.png");
skeletonUtility = LoadIcon("icon-skeletonUtility.png");
hingeChain = LoadIcon("icon-hingeChain.png");
subMeshRenderer = LoadIcon("icon-subMeshRenderer.png");
skeletonDataAssetIcon = LoadIcon("SkeletonDataAsset Icon.png");
info = EditorGUIUtility.FindTexture("console.infoicon.sml");
unity = EditorGUIUtility.FindTexture("SceneAsset Icon");
// controllerIcon = EditorGUIUtility.FindTexture("AnimatorController Icon");
}
public static Texture2D GetAttachmentIcon (Attachment attachment) {
// Analysis disable once CanBeReplacedWithTryCastAndCheckForNull
if (attachment is RegionAttachment)
return Icons.image;
else if (attachment is MeshAttachment)
return ((MeshAttachment)attachment).IsWeighted() ? Icons.weights : Icons.mesh;
else if (attachment is BoundingBoxAttachment)
return Icons.boundingBox;
else if (attachment is PointAttachment)
return Icons.point;
else if (attachment is PathAttachment)
return Icons.path;
else if (attachment is ClippingAttachment)
return Icons.clipping;
else
return Icons.warning;
}
}
public static string editorPath = "";
public static string editorGUIPath = "";
public static bool initialized;
/// HACK: This list keeps the asset reference temporarily during importing.
///
/// In cases of very large projects/sufficient RAM pressure, when AssetDatabase.SaveAssets is called,
/// Unity can mistakenly unload assets whose references are only on the stack.
/// This leads to MissingReferenceException and other errors.
static readonly List<ScriptableObject> protectFromStackGarbageCollection = new List<ScriptableObject>();
static HashSet<string> assetsImportedInWrongState = new HashSet<string>();
#if SPINE_TK2D
const float DEFAULT_DEFAULT_SCALE = 1f;
#else
const float DEFAULT_DEFAULT_SCALE = 0.01f;
#endif
const string DEFAULT_SCALE_KEY = "SPINE_DEFAULT_SCALE";
public static float defaultScale = DEFAULT_DEFAULT_SCALE;
const float DEFAULT_DEFAULT_MIX = 0.2f;
const string DEFAULT_MIX_KEY = "SPINE_DEFAULT_MIX";
public static float defaultMix = DEFAULT_DEFAULT_MIX;
const string DEFAULT_DEFAULT_SHADER = "Spine/Skeleton";
const string DEFAULT_SHADER_KEY = "SPINE_DEFAULT_SHADER";
public static string defaultShader = DEFAULT_DEFAULT_SHADER;
const float DEFAULT_DEFAULT_ZSPACING = 0f;
const string DEFAULT_ZSPACING_KEY = "SPINE_DEFAULT_ZSPACING";
public static float defaultZSpacing = DEFAULT_DEFAULT_ZSPACING;
const bool DEFAULT_SHOW_HIERARCHY_ICONS = true;
const string SHOW_HIERARCHY_ICONS_KEY = "SPINE_SHOW_HIERARCHY_ICONS";
public static bool showHierarchyIcons = DEFAULT_SHOW_HIERARCHY_ICONS;
const bool DEFAULT_SET_TEXTUREIMPORTER_SETTINGS = true;
const string SET_TEXTUREIMPORTER_SETTINGS_KEY = "SPINE_SET_TEXTUREIMPORTER_SETTINGS";
public static bool setTextureImporterSettings = DEFAULT_SET_TEXTUREIMPORTER_SETTINGS;
internal const float DEFAULT_MIPMAPBIAS = -0.5f;
public const float DEFAULT_SCENE_ICONS_SCALE = 1f;
public const string SCENE_ICONS_SCALE_KEY = "SPINE_SCENE_ICONS_SCALE";
#region Initialization
static SpineEditorUtilities () {
Initialize();
}
static void LoadPreferences () {
defaultMix = EditorPrefs.GetFloat(DEFAULT_MIX_KEY, DEFAULT_DEFAULT_MIX);
defaultScale = EditorPrefs.GetFloat(DEFAULT_SCALE_KEY, DEFAULT_DEFAULT_SCALE);
defaultZSpacing = EditorPrefs.GetFloat(DEFAULT_ZSPACING_KEY, DEFAULT_DEFAULT_ZSPACING);
defaultShader = EditorPrefs.GetString(DEFAULT_SHADER_KEY, DEFAULT_DEFAULT_SHADER);
showHierarchyIcons = EditorPrefs.GetBool(SHOW_HIERARCHY_ICONS_KEY, DEFAULT_SHOW_HIERARCHY_ICONS);
setTextureImporterSettings = EditorPrefs.GetBool(SET_TEXTUREIMPORTER_SETTINGS_KEY, DEFAULT_SET_TEXTUREIMPORTER_SETTINGS);
SpineHandles.handleScale = EditorPrefs.GetFloat(SCENE_ICONS_SCALE_KEY, DEFAULT_SCENE_ICONS_SCALE);
preferencesLoaded = true;
}
static void Initialize () {
LoadPreferences();
DirectoryInfo rootDir = new DirectoryInfo(Application.dataPath);
FileInfo[] files = rootDir.GetFiles("SpineEditorUtilities.cs", SearchOption.AllDirectories);
editorPath = Path.GetDirectoryName(files[0].FullName.Replace("\\", "/").Replace(Application.dataPath, "Assets"));
editorGUIPath = editorPath + "/GUI";
Icons.Initialize();
// Drag and Drop
SceneView.onSceneGUIDelegate -= SceneViewDragAndDrop;
SceneView.onSceneGUIDelegate += SceneViewDragAndDrop;
EditorApplication.hierarchyWindowItemOnGUI -= SpineEditorHierarchyHandler.HierarchyDragAndDrop;
EditorApplication.hierarchyWindowItemOnGUI += SpineEditorHierarchyHandler.HierarchyDragAndDrop;
// Hierarchy Icons
#if UNITY_2017_2_OR_NEWER
EditorApplication.playModeStateChanged -= SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged;
EditorApplication.playModeStateChanged += SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged;
SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
#else
EditorApplication.playmodeStateChanged -= SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged;
EditorApplication.playmodeStateChanged += SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged;
SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged();
#endif
initialized = true;
}
public static void ConfirmInitialization () {
if (!initialized || Icons.skeleton == null)
Initialize();
}
#endregion
#region Spine Preferences and Defaults
static bool preferencesLoaded = false;
[PreferenceItem("Spine")]
static void PreferencesGUI () {
if (!preferencesLoaded)
LoadPreferences();
EditorGUI.BeginChangeCheck();
showHierarchyIcons = EditorGUILayout.Toggle(new GUIContent("Show Hierarchy Icons", "Show relevant icons on GameObjects with Spine Components on them. Disable this if you have large, complex scenes."), showHierarchyIcons);
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons);
#if UNITY_2017_2_OR_NEWER
SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
#else
SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged();
#endif
}
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Auto-Import Settings", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
defaultMix = EditorGUILayout.FloatField("Default Mix", defaultMix);
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetFloat(DEFAULT_MIX_KEY, defaultMix);
EditorGUI.BeginChangeCheck();
defaultScale = EditorGUILayout.FloatField("Default SkeletonData Scale", defaultScale);
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetFloat(DEFAULT_SCALE_KEY, defaultScale);
EditorGUI.BeginChangeCheck();
var shader = (EditorGUILayout.ObjectField("Default Shader", Shader.Find(defaultShader), typeof(Shader), false) as Shader);
defaultShader = shader != null ? shader.name : DEFAULT_DEFAULT_SHADER;
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetString(DEFAULT_SHADER_KEY, defaultShader);
EditorGUI.BeginChangeCheck();
setTextureImporterSettings = EditorGUILayout.Toggle(new GUIContent("Apply Atlas Texture Settings", "Apply the recommended settings for Texture Importers."), setTextureImporterSettings);
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetBool(SET_TEXTUREIMPORTER_SETTINGS_KEY, setTextureImporterSettings);
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Editor Instantiation", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
defaultZSpacing = EditorGUILayout.Slider("Default Slot Z-Spacing", defaultZSpacing, -0.1f, 0f);
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetFloat(DEFAULT_ZSPACING_KEY, defaultZSpacing);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Handles and Gizmos", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
SpineHandles.handleScale = EditorGUILayout.Slider("Editor Bone Scale", SpineHandles.handleScale, 0.01f, 2f);
SpineHandles.handleScale = Mathf.Max(0.01f, SpineHandles.handleScale);
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetFloat(SCENE_ICONS_SCALE_KEY, SpineHandles.handleScale);
SceneView.RepaintAll();
}
GUILayout.Space(20);
EditorGUILayout.LabelField("3rd Party Settings", EditorStyles.boldLabel);
using (new GUILayout.HorizontalScope()) {
EditorGUILayout.PrefixLabel("Define TK2D");
if (GUILayout.Button("Enable", GUILayout.Width(64)))
SpineTK2DEditorUtility.EnableTK2D();
if (GUILayout.Button("Disable", GUILayout.Width(64)))
SpineTK2DEditorUtility.DisableTK2D();
}
}
#endregion
#region Drag and Drop Instantiation
public delegate Component InstantiateDelegate (SkeletonDataAsset skeletonDataAsset);
public struct SpawnMenuData {
public Vector3 spawnPoint;
public SkeletonDataAsset skeletonDataAsset;
public InstantiateDelegate instantiateDelegate;
public bool isUI;
}
public class SkeletonComponentSpawnType {
public string menuLabel;
public InstantiateDelegate instantiateDelegate;
public bool isUI;
}
internal static readonly List<SkeletonComponentSpawnType> additionalSpawnTypes = new List<SkeletonComponentSpawnType>();
static void SceneViewDragAndDrop (SceneView sceneview) {
var current = UnityEngine.Event.current;
var references = DragAndDrop.objectReferences;
if (current.type == EventType.Layout) return;
// Allow drag and drop of one SkeletonDataAsset.
if (references.Length == 1) {
var skeletonDataAsset = references[0] as SkeletonDataAsset;
if (skeletonDataAsset != null) {
var mousePos = current.mousePosition;
bool invalidSkeletonData = skeletonDataAsset.GetSkeletonData(true) == null;
if (invalidSkeletonData) {
DragAndDrop.visualMode = DragAndDropVisualMode.Rejected;
Handles.BeginGUI();
GUI.Label(new Rect(mousePos + new Vector2(20f, 20f), new Vector2(400f, 40f)), new GUIContent(string.Format("{0} is invalid.\nCannot create new Spine GameObject.", skeletonDataAsset.name), SpineEditorUtilities.Icons.warning));
Handles.EndGUI();
return;
} else {
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
Handles.BeginGUI();
GUI.Label(new Rect(mousePos + new Vector2(20f, 20f), new Vector2(400f, 20f)), new GUIContent(string.Format("Create Spine GameObject ({0})", skeletonDataAsset.skeletonJSON.name), SpineEditorUtilities.Icons.skeletonDataAssetIcon));
Handles.EndGUI();
if (current.type == EventType.DragPerform) {
RectTransform rectTransform = (Selection.activeGameObject == null) ? null : Selection.activeGameObject.GetComponent<RectTransform>();
Plane plane = (rectTransform == null) ? new Plane(Vector3.back, Vector3.zero) : new Plane(-rectTransform.forward, rectTransform.position);
Vector3 spawnPoint = MousePointToWorldPoint2D(mousePos, sceneview.camera, plane);
ShowInstantiateContextMenu(skeletonDataAsset, spawnPoint);
DragAndDrop.AcceptDrag();
current.Use();
}
}
}
}
}
public static void ShowInstantiateContextMenu (SkeletonDataAsset skeletonDataAsset, Vector3 spawnPoint) {
var menu = new GenericMenu();
// SkeletonAnimation
menu.AddItem(new GUIContent("SkeletonAnimation"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
instantiateDelegate = (data) => InstantiateSkeletonAnimation(data),
isUI = false
});
// SkeletonGraphic
var skeletonGraphicInspectorType = System.Type.GetType("Spine.Unity.Editor.SkeletonGraphicInspector");
if (skeletonGraphicInspectorType != null) {
var graphicInstantiateDelegate = skeletonGraphicInspectorType.GetMethod("SpawnSkeletonGraphicFromDrop", BindingFlags.Static | BindingFlags.Public);
if (graphicInstantiateDelegate != null)
menu.AddItem(new GUIContent("SkeletonGraphic (UI)"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
instantiateDelegate = System.Delegate.CreateDelegate(typeof(InstantiateDelegate), graphicInstantiateDelegate) as InstantiateDelegate,
isUI = true
});
}
#if SPINE_SKELETONANIMATOR
menu.AddSeparator("");
// SkeletonAnimator
menu.AddItem(new GUIContent("SkeletonAnimator"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
instantiateDelegate = (data) => InstantiateSkeletonAnimator(data)
});
#endif
menu.ShowAsContext();
}
public static void HandleSkeletonComponentDrop (object spawnMenuData) {
var data = (SpawnMenuData)spawnMenuData;
if (data.skeletonDataAsset.GetSkeletonData(true) == null) {
EditorUtility.DisplayDialog("Invalid SkeletonDataAsset", "Unable to create Spine GameObject.\n\nPlease check your SkeletonDataAsset.", "Ok");
return;
}
bool isUI = data.isUI;
Component newSkeletonComponent = data.instantiateDelegate.Invoke(data.skeletonDataAsset);
GameObject newGameObject = newSkeletonComponent.gameObject;
Transform newTransform = newGameObject.transform;
var activeGameObject = Selection.activeGameObject;
if (isUI && activeGameObject != null)
newTransform.SetParent(activeGameObject.transform, false);
newTransform.position = isUI ? data.spawnPoint : RoundVector(data.spawnPoint, 2);
if (isUI && (activeGameObject == null || activeGameObject.GetComponent<RectTransform>() == null))
Debug.Log("Created a UI Skeleton GameObject not under a RectTransform. It may not be visible until you parent it to a canvas.");
if (!isUI && activeGameObject != null && activeGameObject.transform.localScale != Vector3.one)
Debug.Log("New Spine GameObject was parented to a scaled Transform. It may not be the intended size.");
Selection.activeGameObject = newGameObject;
//EditorGUIUtility.PingObject(newGameObject); // Doesn't work when setting activeGameObject.
Undo.RegisterCreatedObjectUndo(newGameObject, "Create Spine GameObject");
}
/// <summary>
/// Rounds off vector components to a number of decimal digits.
/// </summary>
public static Vector3 RoundVector (Vector3 vector, int digits) {
vector.x = (float)System.Math.Round(vector.x, digits);
vector.y = (float)System.Math.Round(vector.y, digits);
vector.z = (float)System.Math.Round(vector.z, digits);
return vector;
}
/// <summary>
/// Converts a mouse point to a world point on a plane.
/// </summary>
static Vector3 MousePointToWorldPoint2D (Vector2 mousePosition, Camera camera, Plane plane) {
var screenPos = new Vector3(mousePosition.x, camera.pixelHeight - mousePosition.y, 0f);
var ray = camera.ScreenPointToRay(screenPos);
float distance;
bool hit = plane.Raycast(ray, out distance);
return ray.GetPoint(distance);
}
#endregion
#region Hierarchy
static class SpineEditorHierarchyHandler {
static Dictionary<int, GameObject> skeletonRendererTable = new Dictionary<int, GameObject>();
static Dictionary<int, SkeletonUtilityBone> skeletonUtilityBoneTable = new Dictionary<int, SkeletonUtilityBone>();
static Dictionary<int, BoundingBoxFollower> boundingBoxFollowerTable = new Dictionary<int, BoundingBoxFollower>();
#if UNITY_2017_2_OR_NEWER
internal static void HierarchyIconsOnPlaymodeStateChanged (PlayModeStateChange stateChange) {
#else
internal static void HierarchyIconsOnPlaymodeStateChanged () {
#endif
skeletonRendererTable.Clear();
skeletonUtilityBoneTable.Clear();
boundingBoxFollowerTable.Clear();
#if UNITY_2018
EditorApplication.hierarchyChanged -= HierarchyIconsOnChanged;
#else
EditorApplication.hierarchyWindowChanged -= HierarchyIconsOnChanged;
#endif
EditorApplication.hierarchyWindowItemOnGUI -= HierarchyIconsOnGUI;
if (!Application.isPlaying && showHierarchyIcons) {
#if UNITY_2018
EditorApplication.hierarchyChanged += HierarchyIconsOnChanged;
#else
EditorApplication.hierarchyWindowChanged += HierarchyIconsOnChanged;
#endif
EditorApplication.hierarchyWindowItemOnGUI += HierarchyIconsOnGUI;
HierarchyIconsOnChanged();
}
}
internal static void HierarchyIconsOnChanged () {
skeletonRendererTable.Clear();
skeletonUtilityBoneTable.Clear();
boundingBoxFollowerTable.Clear();
SkeletonRenderer[] arr = Object.FindObjectsOfType<SkeletonRenderer>();
foreach (SkeletonRenderer r in arr)
skeletonRendererTable[r.gameObject.GetInstanceID()] = r.gameObject;
SkeletonUtilityBone[] boneArr = Object.FindObjectsOfType<SkeletonUtilityBone>();
foreach (SkeletonUtilityBone b in boneArr)
skeletonUtilityBoneTable[b.gameObject.GetInstanceID()] = b;
BoundingBoxFollower[] bbfArr = Object.FindObjectsOfType<BoundingBoxFollower>();
foreach (BoundingBoxFollower bbf in bbfArr)
boundingBoxFollowerTable[bbf.gameObject.GetInstanceID()] = bbf;
}
internal static void HierarchyIconsOnGUI (int instanceId, Rect selectionRect) {
Rect r = new Rect(selectionRect);
if (skeletonRendererTable.ContainsKey(instanceId)) {
r.x = r.width - 15;
r.width = 15;
GUI.Label(r, Icons.spine);
} else if (skeletonUtilityBoneTable.ContainsKey(instanceId)) {
r.x -= 26;
if (skeletonUtilityBoneTable[instanceId] != null) {
if (skeletonUtilityBoneTable[instanceId].transform.childCount == 0)
r.x += 13;
r.y += 2;
r.width = 13;
r.height = 13;
if (skeletonUtilityBoneTable[instanceId].mode == SkeletonUtilityBone.Mode.Follow)
GUI.DrawTexture(r, Icons.bone);
else
GUI.DrawTexture(r, Icons.poseBones);
}
} else if (boundingBoxFollowerTable.ContainsKey(instanceId)) {
r.x -= 26;
if (boundingBoxFollowerTable[instanceId] != null) {
if (boundingBoxFollowerTable[instanceId].transform.childCount == 0)
r.x += 13;
r.y += 2;
r.width = 13;
r.height = 13;
GUI.DrawTexture(r, Icons.boundingBox);
}
}
}
internal static void HierarchyDragAndDrop (int instanceId, Rect selectionRect) {
// HACK: Uses EditorApplication.hierarchyWindowItemOnGUI.
// Only works when there is at least one item in the scene.
var current = UnityEngine.Event.current;
var eventType = current.type;
bool isDraggingEvent = eventType == EventType.DragUpdated;
bool isDropEvent = eventType == EventType.DragPerform;
if (isDraggingEvent || isDropEvent) {
var mouseOverWindow = EditorWindow.mouseOverWindow;
if (mouseOverWindow != null) {
// One, existing, valid SkeletonDataAsset
var references = DragAndDrop.objectReferences;
if (references.Length == 1) {
var skeletonDataAsset = references[0] as SkeletonDataAsset;
if (skeletonDataAsset != null && skeletonDataAsset.GetSkeletonData(true) != null) {
// Allow drag-and-dropping anywhere in the Hierarchy Window.
// HACK: string-compare because we can't get its type via reflection.
const string HierarchyWindow = "UnityEditor.SceneHierarchyWindow";
if (HierarchyWindow.Equals(mouseOverWindow.GetType().ToString(), System.StringComparison.Ordinal)) {
if (isDraggingEvent) {
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
current.Use();
} else if (isDropEvent) {
ShowInstantiateContextMenu(skeletonDataAsset, Vector3.zero);
DragAndDrop.AcceptDrag();
current.Use();
return;
}
}
}
}
}
}
}
}
#endregion
#region Auto-Import Entry Point
static void OnPostprocessAllAssets (string[] imported, string[] deleted, string[] moved, string[] movedFromAssetPaths) {
if (imported.Length == 0)
return;
// In case user used "Assets -> Reimport All", during the import process,
// asset database is not initialized until some point. During that period,
// all attempts to load any assets using API (i.e. AssetDatabase.LoadAssetAtPath)
// will return null, and as result, assets won't be loaded even if they actually exists,
// which may lead to numerous importing errors.
// This situation also happens if Library folder is deleted from the project, which is a pretty
// common case, since when using version control systems, the Library folder must be excluded.
//
// So to avoid this, in case asset database is not available, we delay loading the assets
// until next time.
//
// Unity *always* reimports some internal assets after the process is done, so this method
// is always called once again in a state when asset database is available.
//
// Checking whether AssetDatabase is initialized is done by attempting to load
// a known "marker" asset that should always be available. Failing to load this asset
// means that AssetDatabase is not initialized.
assetsImportedInWrongState.UnionWith(imported);
if (AssetDatabaseAvailabilityDetector.IsAssetDatabaseAvailable()) {
string[] combinedAssets = assetsImportedInWrongState.ToArray();
assetsImportedInWrongState.Clear();
ImportSpineContent(combinedAssets);
}
}
public static void ImportSpineContent (string[] imported, bool reimport = false) {
var atlasPaths = new List<string>();
var imagePaths = new List<string>();
var skeletonPaths = new List<string>();
foreach (string str in imported) {
string extension = Path.GetExtension(str).ToLower();
switch (extension) {
case ".txt":
if (str.EndsWith(".atlas.txt", System.StringComparison.Ordinal))
atlasPaths.Add(str);
break;
case ".png":
case ".jpg":
imagePaths.Add(str);
break;
case ".json":
var jsonAsset = (TextAsset)AssetDatabase.LoadAssetAtPath(str, typeof(TextAsset));
if (jsonAsset != null && SkeletonDataFileValidator.IsSpineData(jsonAsset))
skeletonPaths.Add(str);
break;
case ".bytes":
if (str.ToLower().EndsWith(".skel.bytes", System.StringComparison.Ordinal)) {
if (SkeletonDataFileValidator.IsSpineData((TextAsset)AssetDatabase.LoadAssetAtPath(str, typeof(TextAsset))))
skeletonPaths.Add(str);
}
break;
}
}
// Import atlases first.
var atlases = new List<AtlasAsset>();
foreach (string ap in atlasPaths) {
TextAsset atlasText = (TextAsset)AssetDatabase.LoadAssetAtPath(ap, typeof(TextAsset));
AtlasAsset atlas = IngestSpineAtlas(atlasText);
atlases.Add(atlas);
}
// Import skeletons and match them with atlases.
bool abortSkeletonImport = false;
foreach (string sp in skeletonPaths) {
if (!reimport && SkeletonDataFileValidator.CheckForValidSkeletonData(sp)) {
ReloadSkeletonData(sp);
continue;
}
string dir = Path.GetDirectoryName(sp);
#if SPINE_TK2D
IngestSpineProject(AssetDatabase.LoadAssetAtPath(sp, typeof(TextAsset)) as TextAsset, null);
#else
var localAtlases = FindAtlasesAtPath(dir);
var requiredPaths = GetRequiredAtlasRegions(sp);
var atlasMatch = GetMatchingAtlas(requiredPaths, localAtlases);
if (atlasMatch != null || requiredPaths.Count == 0) {
IngestSpineProject(AssetDatabase.LoadAssetAtPath(sp, typeof(TextAsset)) as TextAsset, atlasMatch);
} else {
bool resolved = false;
while (!resolved) {
string filename = Path.GetFileNameWithoutExtension(sp);
int result = EditorUtility.DisplayDialogComplex(
string.Format("AtlasAsset for \"{0}\"", filename),
string.Format("Could not automatically set the AtlasAsset for \"{0}\". You may set it manually.", filename),
"Choose AtlasAssets...", "Skip this", "Stop importing all"
);
switch (result) {
case -1:
//Debug.Log("Select Atlas");
AtlasAsset selectedAtlas = GetAtlasDialog(Path.GetDirectoryName(sp));
if (selectedAtlas != null) {
localAtlases.Clear();
localAtlases.Add(selectedAtlas);
atlasMatch = GetMatchingAtlas(requiredPaths, localAtlases);
if (atlasMatch != null) {
resolved = true;
IngestSpineProject(AssetDatabase.LoadAssetAtPath(sp, typeof(TextAsset)) as TextAsset, atlasMatch);
}
}
break;
case 0: // Choose AtlasAssets...
var atlasList = MultiAtlasDialog(requiredPaths, Path.GetDirectoryName(sp), Path.GetFileNameWithoutExtension(sp));
if (atlasList != null)
IngestSpineProject(AssetDatabase.LoadAssetAtPath(sp, typeof(TextAsset)) as TextAsset, atlasList.ToArray());
resolved = true;
break;
case 1: // Skip
Debug.Log("Skipped importing: " + Path.GetFileName(sp));
resolved = true;
break;
case 2: // Stop importing all
abortSkeletonImport = true;
resolved = true;
break;
}
}
}
if (abortSkeletonImport)
break;
#endif
}
// Any post processing of images
}
static void ReloadSkeletonData (string skeletonJSONPath) {
string dir = Path.GetDirectoryName(skeletonJSONPath);
TextAsset textAsset = (TextAsset)AssetDatabase.LoadAssetAtPath(skeletonJSONPath, typeof(TextAsset));
DirectoryInfo dirInfo = new DirectoryInfo(dir);
FileInfo[] files = dirInfo.GetFiles("*.asset");
foreach (var f in files) {
string localPath = dir + "/" + f.Name;
var obj = AssetDatabase.LoadAssetAtPath(localPath, typeof(Object));
var skeletonDataAsset = obj as SkeletonDataAsset;
if (skeletonDataAsset != null) {
if (skeletonDataAsset.skeletonJSON == textAsset) {
if (Selection.activeObject == skeletonDataAsset)
Selection.activeObject = null;
Debug.LogFormat("Changes to '{0}' detected. Clearing SkeletonDataAsset: {1}", skeletonJSONPath, localPath);
skeletonDataAsset.Clear();
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(skeletonDataAsset));
string lastHash = EditorPrefs.GetString(guid + "_hash");
// For some weird reason sometimes Unity loses the internal Object pointer,
// and as a result, all comparisons with null returns true.
// But the C# wrapper is still alive, so we can "restore" the object
// by reloading it from its Instance ID.
AtlasAsset[] skeletonDataAtlasAssets = skeletonDataAsset.atlasAssets;
if (skeletonDataAtlasAssets != null) {
for (int i = 0; i < skeletonDataAtlasAssets.Length; i++) {
if (!ReferenceEquals(null, skeletonDataAtlasAssets[i]) &&
skeletonDataAtlasAssets[i].Equals(null) &&
skeletonDataAtlasAssets[i].GetInstanceID() != 0
) {
skeletonDataAtlasAssets[i] = EditorUtility.InstanceIDToObject(skeletonDataAtlasAssets[i].GetInstanceID()) as AtlasAsset;
}
}
}
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
string currentHash = skeletonData != null ? skeletonData.Hash : null;
#if SPINE_SKELETONANIMATOR
if (currentHash == null || lastHash != currentHash)
UpdateMecanimClips(skeletonDataAsset);
#endif
// if (currentHash == null || lastHash != currentHash)
// Do any upkeep on synchronized assets
if (currentHash != null)
EditorPrefs.SetString(guid + "_hash", currentHash);
}
}
}
}
#endregion
#region Match SkeletonData with Atlases
static readonly AttachmentType[] AtlasTypes = { AttachmentType.Region, AttachmentType.Linkedmesh, AttachmentType.Mesh };
static List<AtlasAsset> MultiAtlasDialog (List<string> requiredPaths, string initialDirectory, string filename = "") {
List<AtlasAsset> atlasAssets = new List<AtlasAsset>();
bool resolved = false;
string lastAtlasPath = initialDirectory;
while (!resolved) {
// Build dialog box message.
var missingRegions = new List<string>(requiredPaths);
var dialogText = new StringBuilder();
{
dialogText.AppendLine(string.Format("SkeletonDataAsset for \"{0}\"", filename));
dialogText.AppendLine("has missing regions.");
dialogText.AppendLine();
dialogText.AppendLine("Current Atlases:");
if (atlasAssets.Count == 0)
dialogText.AppendLine("\t--none--");
for (int i = 0; i < atlasAssets.Count; i++)
dialogText.AppendLine("\t" + atlasAssets[i].name);
dialogText.AppendLine();
dialogText.AppendLine("Missing Regions:");
foreach (var atlasAsset in atlasAssets) {
var atlas = atlasAsset.GetAtlas();
for (int i = 0; i < missingRegions.Count; i++) {
if (atlas.FindRegion(missingRegions[i]) != null) {
missingRegions.RemoveAt(i);
i--;
}
}
}
int n = missingRegions.Count;
if (n == 0) break;
const int MaxListLength = 15;
for (int i = 0; (i < n && i < MaxListLength); i++)
dialogText.AppendLine("\t" + missingRegions[i]);
if (n > MaxListLength) dialogText.AppendLine(string.Format("\t... {0} more...", n - MaxListLength));
}
// Show dialog box.
int result = EditorUtility.DisplayDialogComplex(
"SkeletonDataAsset has missing Atlas.",
dialogText.ToString(),
"Browse...", "Import anyway", "Cancel"
);
switch (result) {
case 0: // Browse...
AtlasAsset selectedAtlasAsset = GetAtlasDialog(lastAtlasPath);
if (selectedAtlasAsset != null) {
var atlas = selectedAtlasAsset.GetAtlas();
bool hasValidRegion = false;
foreach (string str in missingRegions) {
if (atlas.FindRegion(str) != null) {
hasValidRegion = true;
break;
}
}
atlasAssets.Add(selectedAtlasAsset);
}
break;
case 1: // Import anyway
resolved = true;
break;
case 2: // Cancel
atlasAssets = null;
resolved = true;
break;
}
}
return atlasAssets;
}
static AtlasAsset GetAtlasDialog (string dirPath) {
string path = EditorUtility.OpenFilePanel("Select AtlasAsset...", dirPath, "asset");
if (path == "") return null; // Canceled or closed by user.
int subLen = Application.dataPath.Length - 6;
string assetRelativePath = path.Substring(subLen, path.Length - subLen).Replace("\\", "/");
Object obj = AssetDatabase.LoadAssetAtPath(assetRelativePath, typeof(AtlasAsset));
if (obj == null || obj.GetType() != typeof(AtlasAsset))
return null;
return (AtlasAsset)obj;
}
static void AddRequiredAtlasRegionsFromBinary (string skeletonDataPath, List<string> requiredPaths) {
SkeletonBinary binary = new SkeletonBinary(new AtlasRequirementLoader(requiredPaths));
TextAsset data = (TextAsset)AssetDatabase.LoadAssetAtPath(skeletonDataPath, typeof(TextAsset));
MemoryStream input = new MemoryStream(data.bytes);
binary.ReadSkeletonData(input);
binary = null;
}
public static List<string> GetRequiredAtlasRegions (string skeletonDataPath) {
List<string> requiredPaths = new List<string>();
if (skeletonDataPath.Contains(".skel")) {
AddRequiredAtlasRegionsFromBinary(skeletonDataPath, requiredPaths);
return requiredPaths;
}
TextAsset spineJson = (TextAsset)AssetDatabase.LoadAssetAtPath(skeletonDataPath, typeof(TextAsset));
StringReader reader = new StringReader(spineJson.text);
var root = Json.Deserialize(reader) as Dictionary<string, object>;
if (!root.ContainsKey("skins"))
return requiredPaths;
foreach (KeyValuePair<string, object> entry in (Dictionary<string, object>)root["skins"]) {
foreach (KeyValuePair<string, object> slotEntry in (Dictionary<string, object>)entry.Value) {
foreach (KeyValuePair<string, object> attachmentEntry in ((Dictionary<string, object>)slotEntry.Value)) {
var data = ((Dictionary<string, object>)attachmentEntry.Value);
// Ignore non-atlas-requiring types.
if (data.ContainsKey("type")) {
AttachmentType attachmentType;
string typeString = (string)data["type"];
try {
attachmentType = (AttachmentType)System.Enum.Parse(typeof(AttachmentType), typeString, true);
} catch (System.ArgumentException e) {
// For more info, visit: http://esotericsoftware.com/forum/Spine-editor-and-runtime-version-management-6534
Debug.LogWarning(string.Format("Unidentified Attachment type: \"{0}\". Skeleton may have been exported from an incompatible Spine version.", typeString));
throw e;
}
if (!AtlasTypes.Contains(attachmentType))
continue;
}
if (data.ContainsKey("path"))
requiredPaths.Add((string)data["path"]);
else if (data.ContainsKey("name"))
requiredPaths.Add((string)data["name"]);
else
requiredPaths.Add(attachmentEntry.Key);
}
}
}
return requiredPaths;
}
static AtlasAsset GetMatchingAtlas (List<string> requiredPaths, List<AtlasAsset> atlasAssets) {
AtlasAsset atlasAssetMatch = null;
foreach (AtlasAsset a in atlasAssets) {
Atlas atlas = a.GetAtlas();
bool failed = false;
foreach (string regionPath in requiredPaths) {
if (atlas.FindRegion(regionPath) == null) {
failed = true;
break;
}
}
if (!failed) {
atlasAssetMatch = a;
break;
}
}
return atlasAssetMatch;
}
public class AtlasRequirementLoader : AttachmentLoader {
List<string> requirementList;
public AtlasRequirementLoader (List<string> requirementList) {
this.requirementList = requirementList;
}
public RegionAttachment NewRegionAttachment (Skin skin, string name, string path) {
requirementList.Add(path);
return new RegionAttachment(name);
}
public MeshAttachment NewMeshAttachment (Skin skin, string name, string path) {
requirementList.Add(path);
return new MeshAttachment(name);
}
public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name) {
return new BoundingBoxAttachment(name);
}
public PathAttachment NewPathAttachment (Skin skin, string name) {
return new PathAttachment(name);
}
public PointAttachment NewPointAttachment (Skin skin, string name) {
return new PointAttachment(name);
}
public ClippingAttachment NewClippingAttachment (Skin skin, string name) {
return new ClippingAttachment(name);
}
}
#endregion
#region Import Atlases
static List<AtlasAsset> FindAtlasesAtPath (string path) {
List<AtlasAsset> arr = new List<AtlasAsset>();
DirectoryInfo dir = new DirectoryInfo(path);
FileInfo[] assetInfoArr = dir.GetFiles("*.asset");
int subLen = Application.dataPath.Length - 6;
foreach (var f in assetInfoArr) {
string assetRelativePath = f.FullName.Substring(subLen, f.FullName.Length - subLen).Replace("\\", "/");
Object obj = AssetDatabase.LoadAssetAtPath(assetRelativePath, typeof(AtlasAsset));
if (obj != null)
arr.Add(obj as AtlasAsset);
}
return arr;
}
static AtlasAsset IngestSpineAtlas (TextAsset atlasText) {
if (atlasText == null) {
Debug.LogWarning("Atlas source cannot be null!");
return null;
}
string primaryName = Path.GetFileNameWithoutExtension(atlasText.name).Replace(".atlas", "");
string assetPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(atlasText));
string atlasPath = assetPath + "/" + primaryName + "_Atlas.asset";
AtlasAsset atlasAsset = (AtlasAsset)AssetDatabase.LoadAssetAtPath(atlasPath, typeof(AtlasAsset));
List<Material> vestigialMaterials = new List<Material>();
if (atlasAsset == null)
atlasAsset = AtlasAsset.CreateInstance<AtlasAsset>();
else {
foreach (Material m in atlasAsset.materials)
vestigialMaterials.Add(m);
}
protectFromStackGarbageCollection.Add(atlasAsset);
atlasAsset.atlasFile = atlasText;
//strip CR
string atlasStr = atlasText.text;
atlasStr = atlasStr.Replace("\r", "");
string[] atlasLines = atlasStr.Split('\n');
List<string> pageFiles = new List<string>();
for (int i = 0; i < atlasLines.Length - 1; i++) {
if (atlasLines[i].Trim().Length == 0)
pageFiles.Add(atlasLines[i + 1].Trim());
}
var populatingMaterials = new List<Material>(pageFiles.Count);//atlasAsset.materials = new Material[pageFiles.Count];
for (int i = 0; i < pageFiles.Count; i++) {
string texturePath = assetPath + "/" + pageFiles[i];
Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath(texturePath, typeof(Texture2D));
if (setTextureImporterSettings) {
TextureImporter texImporter = (TextureImporter)TextureImporter.GetAtPath(texturePath);
if (texImporter == null) {
Debug.LogWarning(string.Format("{0} ::: Texture asset \"{1}\" not found. Skipping. Please check your atlas file for renamed files.", atlasAsset.name, texturePath));
continue;
}
texImporter.textureCompression = TextureImporterCompression.Uncompressed;
texImporter.alphaSource = TextureImporterAlphaSource.FromInput;
texImporter.mipmapEnabled = false;
texImporter.alphaIsTransparency = false; // Prevent the texture importer from applying bleed to the transparent parts for PMA.
texImporter.spriteImportMode = SpriteImportMode.None;
texImporter.maxTextureSize = 2048;
EditorUtility.SetDirty(texImporter);
AssetDatabase.ImportAsset(texturePath);
AssetDatabase.SaveAssets();
}
string pageName = Path.GetFileNameWithoutExtension(pageFiles[i]);
//because this looks silly
if (pageName == primaryName && pageFiles.Count == 1)
pageName = "Material";
string materialPath = assetPath + "/" + primaryName + "_" + pageName + ".mat";
Material mat = (Material)AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material));
if (mat == null) {
mat = new Material(Shader.Find(defaultShader));
AssetDatabase.CreateAsset(mat, materialPath);
} else {
vestigialMaterials.Remove(mat);
}
mat.mainTexture = texture;
EditorUtility.SetDirty(mat);
AssetDatabase.SaveAssets();
populatingMaterials.Add(mat); //atlasAsset.materials[i] = mat;
}
atlasAsset.materials = populatingMaterials.ToArray();
for (int i = 0; i < vestigialMaterials.Count; i++)
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(vestigialMaterials[i]));
if (AssetDatabase.GetAssetPath(atlasAsset) == "")
AssetDatabase.CreateAsset(atlasAsset, atlasPath);
else
atlasAsset.Clear();
EditorUtility.SetDirty(atlasAsset);
AssetDatabase.SaveAssets();
if (pageFiles.Count != atlasAsset.materials.Length)
Debug.LogWarning(string.Format("{0} ::: Not all atlas pages were imported. If you rename your image files, please make sure you also edit the filenames specified in the atlas file.", atlasAsset.name));
else
Debug.Log(string.Format("{0} ::: Imported with {1} material", atlasAsset.name, atlasAsset.materials.Length));
// Iterate regions and bake marked.
Atlas atlas = atlasAsset.GetAtlas();
FieldInfo field = typeof(Atlas).GetField("regions", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.NonPublic);
List<AtlasRegion> regions = (List<AtlasRegion>)field.GetValue(atlas);
string atlasAssetPath = AssetDatabase.GetAssetPath(atlasAsset);
string atlasAssetDirPath = Path.GetDirectoryName(atlasAssetPath);
string bakedDirPath = Path.Combine(atlasAssetDirPath, atlasAsset.name);
bool hasBakedRegions = false;
for (int i = 0; i < regions.Count; i++) {
AtlasRegion region = regions[i];
string bakedPrefabPath = Path.Combine(bakedDirPath, SpineEditorUtilities.GetPathSafeName(region.name) + ".prefab").Replace("\\", "/");
GameObject prefab = (GameObject)AssetDatabase.LoadAssetAtPath(bakedPrefabPath, typeof(GameObject));
if (prefab != null) {
BakeRegion(atlasAsset, region, false);
hasBakedRegions = true;
}
}
if (hasBakedRegions) {
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
protectFromStackGarbageCollection.Remove(atlasAsset);
return (AtlasAsset)AssetDatabase.LoadAssetAtPath(atlasPath, typeof(AtlasAsset));
}
#endregion
#region Bake Atlas Region
public static GameObject BakeRegion (AtlasAsset atlasAsset, AtlasRegion region, bool autoSave = true) {
Atlas atlas = atlasAsset.GetAtlas();
string atlasAssetPath = AssetDatabase.GetAssetPath(atlasAsset);
string atlasAssetDirPath = Path.GetDirectoryName(atlasAssetPath);
string bakedDirPath = Path.Combine(atlasAssetDirPath, atlasAsset.name);
string bakedPrefabPath = Path.Combine(bakedDirPath, GetPathSafeName(region.name) + ".prefab").Replace("\\", "/");
GameObject prefab = (GameObject)AssetDatabase.LoadAssetAtPath(bakedPrefabPath, typeof(GameObject));
GameObject root;
Mesh mesh;
bool isNewPrefab = false;
if (!Directory.Exists(bakedDirPath))
Directory.CreateDirectory(bakedDirPath);
if (prefab == null) {
root = new GameObject("temp", typeof(MeshFilter), typeof(MeshRenderer));
prefab = PrefabUtility.CreatePrefab(bakedPrefabPath, root);
isNewPrefab = true;
Object.DestroyImmediate(root);
}
mesh = (Mesh)AssetDatabase.LoadAssetAtPath(bakedPrefabPath, typeof(Mesh));
Material mat = null;
mesh = atlasAsset.GenerateMesh(region.name, mesh, out mat);
if (isNewPrefab) {
AssetDatabase.AddObjectToAsset(mesh, prefab);
prefab.GetComponent<MeshFilter>().sharedMesh = mesh;
}
EditorUtility.SetDirty(mesh);
EditorUtility.SetDirty(prefab);
if (autoSave) {
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
prefab.GetComponent<MeshRenderer>().sharedMaterial = mat;
return prefab;
}
#endregion
#region Import SkeletonData (json or binary)
public const string SkeletonDataSuffix = "_SkeletonData";
static SkeletonDataAsset IngestSpineProject (TextAsset spineJson, params AtlasAsset[] atlasAssets) {
string primaryName = Path.GetFileNameWithoutExtension(spineJson.name);
string assetPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(spineJson));
string filePath = assetPath + "/" + primaryName + SkeletonDataSuffix + ".asset";
#if SPINE_TK2D
if (spineJson != null) {
SkeletonDataAsset skeletonDataAsset = (SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(SkeletonDataAsset));
if (skeletonDataAsset == null) {
skeletonDataAsset = SkeletonDataAsset.CreateInstance<SkeletonDataAsset>();
skeletonDataAsset.skeletonJSON = spineJson;
skeletonDataAsset.fromAnimation = new string[0];
skeletonDataAsset.toAnimation = new string[0];
skeletonDataAsset.duration = new float[0];
skeletonDataAsset.defaultMix = defaultMix;
skeletonDataAsset.scale = defaultScale;
AssetDatabase.CreateAsset(skeletonDataAsset, filePath);
AssetDatabase.SaveAssets();
} else {
skeletonDataAsset.Clear();
skeletonDataAsset.GetSkeletonData(true);
}
return skeletonDataAsset;
} else {
EditorUtility.DisplayDialog("Error!", "Tried to ingest null Spine data.", "OK");
return null;
}
#else
if (spineJson != null && atlasAssets != null) {
SkeletonDataAsset skeletonDataAsset = (SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(SkeletonDataAsset));
if (skeletonDataAsset == null) {
skeletonDataAsset = ScriptableObject.CreateInstance<SkeletonDataAsset>(); {
skeletonDataAsset.atlasAssets = atlasAssets;
skeletonDataAsset.skeletonJSON = spineJson;
skeletonDataAsset.defaultMix = defaultMix;
skeletonDataAsset.scale = defaultScale;
}
AssetDatabase.CreateAsset(skeletonDataAsset, filePath);
AssetDatabase.SaveAssets();
} else {
skeletonDataAsset.atlasAssets = atlasAssets;
skeletonDataAsset.Clear();
skeletonDataAsset.GetSkeletonData(true);
}
return skeletonDataAsset;
} else {
EditorUtility.DisplayDialog("Error!", "Must specify both Spine JSON and AtlasAsset array", "OK");
return null;
}
#endif
}
#endregion
#region SkeletonDataFileValidator
internal static class SkeletonDataFileValidator {
static int[][] compatibleBinaryVersions = { new[] { 3, 6, 0 }, new[] { 3, 5, 0 } };
static int[][] compatibleJsonVersions = { new[] { 3, 6, 0 }, new[] { 3, 7, 0 }, new[] { 3, 5, 0 } };
//static bool isFixVersionRequired = false;
public static bool CheckForValidSkeletonData (string skeletonJSONPath) {
string dir = Path.GetDirectoryName(skeletonJSONPath);
TextAsset textAsset = (TextAsset)AssetDatabase.LoadAssetAtPath(skeletonJSONPath, typeof(TextAsset));
DirectoryInfo dirInfo = new DirectoryInfo(dir);
FileInfo[] files = dirInfo.GetFiles("*.asset");
foreach (var path in files) {
string localPath = dir + "/" + path.Name;
var obj = AssetDatabase.LoadAssetAtPath(localPath, typeof(Object));
var skeletonDataAsset = obj as SkeletonDataAsset;
if (skeletonDataAsset != null && skeletonDataAsset.skeletonJSON == textAsset)
return true;
}
return false;
}
public static bool IsSpineData (TextAsset asset) {
if (asset == null)
return false;
bool isSpineData = false;
string rawVersion = null;
int[][] compatibleVersions;
if (asset.name.Contains(".skel")) {
try {
rawVersion = SkeletonBinary.GetVersionString(new MemoryStream(asset.bytes));
isSpineData = !(string.IsNullOrEmpty(rawVersion));
compatibleVersions = compatibleBinaryVersions;
} catch (System.Exception e) {
Debug.LogErrorFormat("Failed to read '{0}'. It is likely not a binary Spine SkeletonData file.\n{1}", asset.name, e);
return false;
}
} else {
object obj = Json.Deserialize(new StringReader(asset.text));
if (obj == null) {
Debug.LogErrorFormat("'{0}' is not valid JSON.", asset.name);
return false;
}
var root = obj as Dictionary<string, object>;
if (root == null) {
Debug.LogError("Parser returned an incorrect type.");
return false;
}
isSpineData = root.ContainsKey("skeleton");
if (isSpineData) {
var skeletonInfo = (Dictionary<string, object>)root["skeleton"];
object jv;
skeletonInfo.TryGetValue("spine", out jv);
rawVersion = jv as string;
}
compatibleVersions = compatibleJsonVersions;
}
// Version warning
if (isSpineData) {
string primaryRuntimeVersionDebugString = compatibleVersions[0][0] + "." + compatibleVersions[0][1];
if (string.IsNullOrEmpty(rawVersion)) {
Debug.LogWarningFormat("Skeleton '{0}' has no version information. It may be incompatible with your runtime version: spine-unity v{1}", asset.name, primaryRuntimeVersionDebugString);
} else {
string[] versionSplit = rawVersion.Split('.');
bool match = false;
foreach (var version in compatibleVersions) {
bool primaryMatch = version[0] == int.Parse(versionSplit[0]);
bool secondaryMatch = version[1] == int.Parse(versionSplit[1]);
// if (isFixVersionRequired) secondaryMatch &= version[2] <= int.Parse(jsonVersionSplit[2]);
if (primaryMatch && secondaryMatch) {
match = true;
break;
}
}
if (!match)
Debug.LogWarningFormat("Skeleton '{0}' (exported with Spine {1}) may be incompatible with your runtime version: spine-unity v{2}", asset.name, rawVersion, primaryRuntimeVersionDebugString);
}
}
return isSpineData;
}
}
#endregion
#region SkeletonAnimation Menu
public static void IngestAdvancedRenderSettings (SkeletonRenderer skeletonRenderer) {
const string PMAShaderQuery = "Spine/Skeleton";
const string TintBlackShaderQuery = "Tint Black";
if (skeletonRenderer == null) return;
var skeletonDataAsset = skeletonRenderer.skeletonDataAsset;
if (skeletonDataAsset == null) return;
bool pmaVertexColors = false;
bool tintBlack = false;
foreach (AtlasAsset atlasAsset in skeletonDataAsset.atlasAssets) {
if (!pmaVertexColors) {
foreach (Material m in atlasAsset.materials) {
if (m.shader.name.Contains(PMAShaderQuery)) {
pmaVertexColors = true;
break;
}
}
}
if (!tintBlack) {
foreach (Material m in atlasAsset.materials) {
if (m.shader.name.Contains(TintBlackShaderQuery)) {
tintBlack = true;
break;
}
}
}
}
skeletonRenderer.pmaVertexColors = pmaVertexColors;
skeletonRenderer.tintBlack = tintBlack;
}
public static SkeletonAnimation InstantiateSkeletonAnimation (SkeletonDataAsset skeletonDataAsset, string skinName, bool destroyInvalid = true) {
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
var skin = skeletonData != null ? skeletonData.FindSkin(skinName) : null;
return InstantiateSkeletonAnimation(skeletonDataAsset, skin, destroyInvalid);
}
public static SkeletonAnimation InstantiateSkeletonAnimation (SkeletonDataAsset skeletonDataAsset, Skin skin = null, bool destroyInvalid = true) {
SkeletonData data = skeletonDataAsset.GetSkeletonData(true);
if (data == null) {
for (int i = 0; i < skeletonDataAsset.atlasAssets.Length; i++) {
string reloadAtlasPath = AssetDatabase.GetAssetPath(skeletonDataAsset.atlasAssets[i]);
skeletonDataAsset.atlasAssets[i] = (AtlasAsset)AssetDatabase.LoadAssetAtPath(reloadAtlasPath, typeof(AtlasAsset));
}
data = skeletonDataAsset.GetSkeletonData(false);
}
if (data == null) {
Debug.LogWarning("InstantiateSkeletonAnimation tried to instantiate a skeleton from an invalid SkeletonDataAsset.");
return null;
}
string spineGameObjectName = string.Format("Spine GameObject ({0})", skeletonDataAsset.name.Replace("_SkeletonData", ""));
GameObject go = new GameObject(spineGameObjectName, typeof(MeshFilter), typeof(MeshRenderer), typeof(SkeletonAnimation));
SkeletonAnimation newSkeletonAnimation = go.GetComponent<SkeletonAnimation>();
newSkeletonAnimation.skeletonDataAsset = skeletonDataAsset;
IngestAdvancedRenderSettings(newSkeletonAnimation);
try {
newSkeletonAnimation.Initialize(false);
} catch (System.Exception e) {
if (destroyInvalid) {
Debug.LogWarning("Editor-instantiated SkeletonAnimation threw an Exception. Destroying GameObject to prevent orphaned GameObject.");
GameObject.DestroyImmediate(go);
}
Debug.Log(e);
}
// Set Defaults
bool noSkins = data.DefaultSkin == null && (data.Skins == null || data.Skins.Count == 0); // Support attachmentless/skinless SkeletonData.
skin = skin ?? data.DefaultSkin ?? (noSkins ? null : data.Skins.Items[0]);
if (skin != null) {
newSkeletonAnimation.initialSkinName = skin.Name;
newSkeletonAnimation.skeleton.SetSkin(skin);
}
newSkeletonAnimation.zSpacing = defaultZSpacing;
newSkeletonAnimation.skeleton.Update(0);
newSkeletonAnimation.state.Update(0);
newSkeletonAnimation.state.Apply(newSkeletonAnimation.skeleton);
newSkeletonAnimation.skeleton.UpdateWorldTransform();
return newSkeletonAnimation;
}
#endregion
#region SkeletonAnimator
#if SPINE_SKELETONANIMATOR
static void UpdateMecanimClips (SkeletonDataAsset skeletonDataAsset) {
if (skeletonDataAsset.controller == null)
return;
SkeletonBaker.GenerateMecanimAnimationClips(skeletonDataAsset);
}
public static SkeletonAnimator InstantiateSkeletonAnimator (SkeletonDataAsset skeletonDataAsset, string skinName) {
return InstantiateSkeletonAnimator(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName));
}
public static SkeletonAnimator InstantiateSkeletonAnimator (SkeletonDataAsset skeletonDataAsset, Skin skin = null) {
string spineGameObjectName = string.Format("Spine Mecanim GameObject ({0})", skeletonDataAsset.name.Replace("_SkeletonData", ""));
GameObject go = new GameObject(spineGameObjectName, typeof(MeshFilter), typeof(MeshRenderer), typeof(Animator), typeof(SkeletonAnimator));
if (skeletonDataAsset.controller == null) {
SkeletonBaker.GenerateMecanimAnimationClips(skeletonDataAsset);
Debug.Log(string.Format("Mecanim controller was automatically generated and assigned for {0}", skeletonDataAsset.name));
}
go.GetComponent<Animator>().runtimeAnimatorController = skeletonDataAsset.controller;
SkeletonAnimator anim = go.GetComponent<SkeletonAnimator>();
anim.skeletonDataAsset = skeletonDataAsset;
IngestAdvancedRenderSettings(anim);
SkeletonData data = skeletonDataAsset.GetSkeletonData(true);
if (data == null) {
for (int i = 0; i < skeletonDataAsset.atlasAssets.Length; i++) {
string reloadAtlasPath = AssetDatabase.GetAssetPath(skeletonDataAsset.atlasAssets[i]);
skeletonDataAsset.atlasAssets[i] = (AtlasAsset)AssetDatabase.LoadAssetAtPath(reloadAtlasPath, typeof(AtlasAsset));
}
data = skeletonDataAsset.GetSkeletonData(true);
}
// Set defaults
skin = skin ?? data.DefaultSkin ?? data.Skins.Items[0];
anim.zSpacing = defaultZSpacing;
anim.Initialize(false);
anim.skeleton.SetSkin(skin);
anim.initialSkinName = skin.Name;
anim.skeleton.Update(0);
anim.skeleton.UpdateWorldTransform();
anim.LateUpdate();
return anim;
}
#endif
#endregion
#region SpineTK2DEditorUtility
internal static class SpineTK2DEditorUtility {
const string SPINE_TK2D_DEFINE = "SPINE_TK2D";
static bool IsInvalidGroup (BuildTargetGroup group) {
int gi = (int)group;
return
gi == 15 || gi == 16
||
group == BuildTargetGroup.Unknown;
}
internal static void EnableTK2D () {
bool added = false;
foreach (BuildTargetGroup group in System.Enum.GetValues(typeof(BuildTargetGroup))) {
if (IsInvalidGroup(group))
continue;
string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(group);
if (!defines.Contains(SPINE_TK2D_DEFINE)) {
added = true;
if (defines.EndsWith(";", System.StringComparison.Ordinal))
defines = defines + SPINE_TK2D_DEFINE;
else
defines = defines + ";" + SPINE_TK2D_DEFINE;
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, defines);
}
}
if (added) {
Debug.LogWarning("Setting Scripting Define Symbol " + SPINE_TK2D_DEFINE);
} else {
Debug.LogWarning("Already Set Scripting Define Symbol " + SPINE_TK2D_DEFINE);
}
}
internal static void DisableTK2D () {
bool removed = false;
foreach (BuildTargetGroup group in System.Enum.GetValues(typeof(BuildTargetGroup))) {
if (IsInvalidGroup(group))
continue;
string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(group);
if (defines.Contains(SPINE_TK2D_DEFINE)) {
removed = true;
if (defines.Contains(SPINE_TK2D_DEFINE + ";"))
defines = defines.Replace(SPINE_TK2D_DEFINE + ";", "");
else
defines = defines.Replace(SPINE_TK2D_DEFINE, "");
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, defines);
}
}
if (removed) {
Debug.LogWarning("Removing Scripting Define Symbol " + SPINE_TK2D_DEFINE);
} else {
Debug.LogWarning("Already Removed Scripting Define Symbol " + SPINE_TK2D_DEFINE);
}
}
}
#endregion
public static string GetPathSafeName (string name) {
foreach (char c in System.IO.Path.GetInvalidFileNameChars()) { // Doesn't handle more obscure file name limitations.
name = name.Replace(c, '_');
}
return name;
}
}
public static class SpineHandles {
internal static float handleScale = 1f;
public static Color BoneColor { get { return new Color(0.8f, 0.8f, 0.8f, 0.4f); } }
public static Color PathColor { get { return new Color(254/255f, 127/255f, 0); } }
public static Color TransformContraintColor { get { return new Color(170/255f, 226/255f, 35/255f); } }
public static Color IkColor { get { return new Color(228/255f,90/255f,43/255f); } }
public static Color PointColor { get { return new Color(1f, 1f, 0f, 1f); } }
static Vector3[] _boneMeshVerts = {
new Vector3(0, 0, 0),
new Vector3(0.1f, 0.1f, 0),
new Vector3(1, 0, 0),
new Vector3(0.1f, -0.1f, 0)
};
static Mesh _boneMesh;
public static Mesh BoneMesh {
get {
if (_boneMesh == null) {
_boneMesh = new Mesh {
vertices = _boneMeshVerts,
uv = new Vector2[4],
triangles = new [] { 0, 1, 2, 2, 3, 0 }
};
_boneMesh.RecalculateBounds();
_boneMesh.RecalculateNormals();
}
return _boneMesh;
}
}
static Mesh _arrowheadMesh;
public static Mesh ArrowheadMesh {
get {
if (_arrowheadMesh == null) {
_arrowheadMesh = new Mesh {
vertices = new [] {
new Vector3(0, 0),
new Vector3(-0.1f, 0.05f),
new Vector3(-0.1f, -0.05f)
},
uv = new Vector2[3],
triangles = new [] { 0, 1, 2 }
};
_arrowheadMesh.RecalculateBounds();
_arrowheadMesh.RecalculateNormals();
}
return _arrowheadMesh;
}
}
static Material _boneMaterial;
static Material BoneMaterial {
get {
if (_boneMaterial == null) {
_boneMaterial = new Material(Shader.Find("Hidden/Spine/Bones"));
_boneMaterial.SetColor("_Color", SpineHandles.BoneColor);
}
return _boneMaterial;
}
}
public static Material GetBoneMaterial () {
BoneMaterial.SetColor("_Color", SpineHandles.BoneColor);
return BoneMaterial;
}
public static Material GetBoneMaterial (Color color) {
BoneMaterial.SetColor("_Color", color);
return BoneMaterial;
}
static Material _ikMaterial;
public static Material IKMaterial {
get {
if (_ikMaterial == null) {
_ikMaterial = new Material(Shader.Find("Hidden/Spine/Bones"));
_ikMaterial.SetColor("_Color", SpineHandles.IkColor);
}
return _ikMaterial;
}
}
static GUIStyle _boneNameStyle;
public static GUIStyle BoneNameStyle {
get {
if (_boneNameStyle == null) {
_boneNameStyle = new GUIStyle(EditorStyles.whiteMiniLabel) {
alignment = TextAnchor.MiddleCenter,
stretchWidth = true,
padding = new RectOffset(0, 0, 0, 0),
contentOffset = new Vector2(-5f, 0f)
};
}
return _boneNameStyle;
}
}
static GUIStyle _pathNameStyle;
public static GUIStyle PathNameStyle {
get {
if (_pathNameStyle == null) {
_pathNameStyle = new GUIStyle(SpineHandles.BoneNameStyle);
_pathNameStyle.normal.textColor = SpineHandles.PathColor;
}
return _pathNameStyle;
}
}
static GUIStyle _pointNameStyle;
public static GUIStyle PointNameStyle {
get {
if (_pointNameStyle == null) {
_pointNameStyle = new GUIStyle(SpineHandles.BoneNameStyle);
_pointNameStyle.normal.textColor = SpineHandles.PointColor;
}
return _pointNameStyle;
}
}
public static void DrawBoneNames (Transform transform, Skeleton skeleton, float positionScale = 1f) {
GUIStyle style = BoneNameStyle;
foreach (Bone b in skeleton.Bones) {
var pos = new Vector3(b.WorldX * positionScale, b.WorldY * positionScale, 0) + (new Vector3(b.A, b.C) * (b.Data.Length * 0.5f));
pos = transform.TransformPoint(pos);
Handles.Label(pos, b.Data.Name, style);
}
}
public static void DrawBones (Transform transform, Skeleton skeleton, float positionScale = 1f) {
float boneScale = 1.8f; // Draw the root bone largest;
DrawCrosshairs2D(skeleton.Bones.Items[0].GetWorldPosition(transform), 0.08f, positionScale);
foreach (Bone b in skeleton.Bones) {
DrawBone(transform, b, boneScale, positionScale);
boneScale = 1f;
}
}
static Vector3[] _boneWireBuffer = new Vector3[5];
static Vector3[] GetBoneWireBuffer (Matrix4x4 m) {
for (int i = 0, n = _boneMeshVerts.Length; i < n; i++)
_boneWireBuffer[i] = m.MultiplyPoint(_boneMeshVerts[i]);
_boneWireBuffer[4] = _boneWireBuffer[0]; // closed polygon.
return _boneWireBuffer;
}
public static void DrawBoneWireframe (Transform transform, Bone b, Color color, float skeletonRenderScale = 1f) {
Handles.color = color;
var pos = new Vector3(b.WorldX * skeletonRenderScale, b.WorldY * skeletonRenderScale, 0);
float length = b.Data.Length;
if (length > 0) {
Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX);
Vector3 scale = Vector3.one * length * b.WorldScaleX * skeletonRenderScale;
const float my = 1.5f;
scale.y *= (SpineHandles.handleScale + 1) * 0.5f;
scale.y = Mathf.Clamp(scale.x, -my * skeletonRenderScale, my * skeletonRenderScale);
Handles.DrawPolyLine(GetBoneWireBuffer(transform.localToWorldMatrix * Matrix4x4.TRS(pos, rot, scale)));
var wp = transform.TransformPoint(pos);
DrawBoneCircle(wp, color, transform.forward, skeletonRenderScale);
} else {
var wp = transform.TransformPoint(pos);
DrawBoneCircle(wp, color, transform.forward, skeletonRenderScale);
}
}
public static void DrawBone (Transform transform, Bone b, float boneScale, float skeletonRenderScale = 1f) {
var pos = new Vector3(b.WorldX * skeletonRenderScale, b.WorldY * skeletonRenderScale, 0);
float length = b.Data.Length;
if (length > 0) {
Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX);
Vector3 scale = Vector3.one * length * b.WorldScaleX * skeletonRenderScale;
const float my = 1.5f;
scale.y *= (SpineHandles.handleScale + 1f) * 0.5f;
scale.y = Mathf.Clamp(scale.x, -my * skeletonRenderScale, my * skeletonRenderScale);
SpineHandles.GetBoneMaterial().SetPass(0);
Graphics.DrawMeshNow(SpineHandles.BoneMesh, transform.localToWorldMatrix * Matrix4x4.TRS(pos, rot, scale));
} else {
var wp = transform.TransformPoint(pos);
DrawBoneCircle(wp, SpineHandles.BoneColor, transform.forward, boneScale * skeletonRenderScale);
}
}
public static void DrawBone (Transform transform, Bone b, float boneScale, Color color, float skeletonRenderScale = 1f) {
var pos = new Vector3(b.WorldX * skeletonRenderScale, b.WorldY * skeletonRenderScale, 0);
float length = b.Data.Length;
if (length > 0) {
Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX);
Vector3 scale = Vector3.one * length * b.WorldScaleX;
const float my = 1.5f;
scale.y *= (SpineHandles.handleScale + 1f) * 0.5f;
scale.y = Mathf.Clamp(scale.x, -my, my);
SpineHandles.GetBoneMaterial(color).SetPass(0);
Graphics.DrawMeshNow(SpineHandles.BoneMesh, transform.localToWorldMatrix * Matrix4x4.TRS(pos, rot, scale));
} else {
var wp = transform.TransformPoint(pos);
DrawBoneCircle(wp, color, transform.forward, boneScale * skeletonRenderScale);
}
}
public static void DrawPaths (Transform transform, Skeleton skeleton) {
foreach (Slot s in skeleton.DrawOrder) {
var p = s.Attachment as PathAttachment;
if (p != null) SpineHandles.DrawPath(s, p, transform, true);
}
}
static float[] pathVertexBuffer;
public static void DrawPath (Slot s, PathAttachment p, Transform t, bool includeName) {
int worldVerticesLength = p.WorldVerticesLength;
if (pathVertexBuffer == null || pathVertexBuffer.Length < worldVerticesLength)
pathVertexBuffer = new float[worldVerticesLength];
float[] pv = pathVertexBuffer;
p.ComputeWorldVertices(s, pv);
var ocolor = Handles.color;
Handles.color = SpineHandles.PathColor;
Matrix4x4 m = t.localToWorldMatrix;
const int step = 6;
int n = worldVerticesLength - step;
Vector3 p0, p1, p2, p3;
for (int i = 2; i < n; i += step) {
p0 = m.MultiplyPoint(new Vector3(pv[i], pv[i+1]));
p1 = m.MultiplyPoint(new Vector3(pv[i+2], pv[i+3]));
p2 = m.MultiplyPoint(new Vector3(pv[i+4], pv[i+5]));
p3 = m.MultiplyPoint(new Vector3(pv[i+6], pv[i+7]));
DrawCubicBezier(p0, p1, p2, p3);
}
n += step;
if (p.Closed) {
p0 = m.MultiplyPoint(new Vector3(pv[n - 4], pv[n - 3]));
p1 = m.MultiplyPoint(new Vector3(pv[n - 2], pv[n - 1]));
p2 = m.MultiplyPoint(new Vector3(pv[0], pv[1]));
p3 = m.MultiplyPoint(new Vector3(pv[2], pv[3]));
DrawCubicBezier(p0, p1, p2, p3);
}
const float endCapSize = 0.05f;
Vector3 firstPoint = m.MultiplyPoint(new Vector3(pv[2], pv[3]));
SpineHandles.DrawDot(firstPoint, endCapSize);
//if (!p.Closed) SpineHandles.DrawDot(m.MultiplyPoint(new Vector3(pv[n - 4], pv[n - 3])), endCapSize);
if (includeName) Handles.Label(firstPoint + new Vector3(0,0.1f), p.Name, PathNameStyle);
Handles.color = ocolor;
}
public static void DrawDot (Vector3 position, float size) {
Handles.DotHandleCap(0, position, Quaternion.identity, size * HandleUtility.GetHandleSize(position), EventType.Ignore); //Handles.DotCap(0, position, Quaternion.identity, size * HandleUtility.GetHandleSize(position));
}
public static void DrawBoundingBoxes (Transform transform, Skeleton skeleton) {
foreach (var slot in skeleton.Slots) {
var bba = slot.Attachment as BoundingBoxAttachment;
if (bba != null) SpineHandles.DrawBoundingBox(slot, bba, transform);
}
}
public static void DrawBoundingBox (Slot slot, BoundingBoxAttachment box, Transform t) {
if (box.Vertices.Length <= 2) return; // Handle cases where user creates a BoundingBoxAttachment but doesn't actually define it.
var worldVerts = new float[box.WorldVerticesLength];
box.ComputeWorldVertices(slot, worldVerts);
Handles.color = Color.green;
Vector3 lastVert = Vector3.zero;
Vector3 vert = Vector3.zero;
Vector3 firstVert = t.TransformPoint(new Vector3(worldVerts[0], worldVerts[1], 0));
for (int i = 0; i < worldVerts.Length; i += 2) {
vert.x = worldVerts[i];
vert.y = worldVerts[i + 1];
vert.z = 0;
vert = t.TransformPoint(vert);
if (i > 0)
Handles.DrawLine(lastVert, vert);
lastVert = vert;
}
Handles.DrawLine(lastVert, firstVert);
}
public static void DrawPointAttachment (Bone bone, PointAttachment pointAttachment, Transform skeletonTransform) {
if (bone == null) return;
if (pointAttachment == null) return;
Vector2 localPos;
pointAttachment.ComputeWorldPosition(bone, out localPos.x, out localPos.y);
float localRotation = pointAttachment.ComputeWorldRotation(bone);
Matrix4x4 m = Matrix4x4.TRS(localPos, Quaternion.Euler(0, 0, localRotation), Vector3.one) * Matrix4x4.TRS(Vector3.right * 0.25f, Quaternion.identity, Vector3.one);
DrawBoneCircle(skeletonTransform.TransformPoint(localPos), SpineHandles.PointColor, Vector3.back, 1.3f);
DrawArrowhead(skeletonTransform.localToWorldMatrix * m);
}
public static void DrawConstraints (Transform transform, Skeleton skeleton, float skeletonRenderScale = 1f) {
Vector3 targetPos;
Vector3 pos;
bool active;
Color handleColor;
const float Thickness = 4f;
Vector3 normal = transform.forward;
// Transform Constraints
handleColor = SpineHandles.TransformContraintColor;
foreach (var tc in skeleton.TransformConstraints) {
var targetBone = tc.Target;
targetPos = targetBone.GetWorldPosition(transform, skeletonRenderScale);
if (tc.TranslateMix > 0) {
if (tc.TranslateMix != 1f) {
Handles.color = handleColor;
foreach (var b in tc.Bones) {
pos = b.GetWorldPosition(transform, skeletonRenderScale);
Handles.DrawDottedLine(targetPos, pos, Thickness);
}
}
SpineHandles.DrawBoneCircle(targetPos, handleColor, normal, 1.3f * skeletonRenderScale);
Handles.color = handleColor;
SpineHandles.DrawCrosshairs(targetPos, 0.2f, targetBone.A, targetBone.B, targetBone.C, targetBone.D, transform, skeletonRenderScale);
}
}
// IK Constraints
handleColor = SpineHandles.IkColor;
foreach (var ikc in skeleton.IkConstraints) {
Bone targetBone = ikc.Target;
targetPos = targetBone.GetWorldPosition(transform, skeletonRenderScale);
var bones = ikc.Bones;
active = ikc.Mix > 0;
if (active) {
pos = bones.Items[0].GetWorldPosition(transform, skeletonRenderScale);
switch (bones.Count) {
case 1: {
Handles.color = handleColor;
Handles.DrawLine(targetPos, pos);
SpineHandles.DrawBoneCircle(targetPos, handleColor, normal);
var m = bones.Items[0].GetMatrix4x4();
m.m03 = targetBone.WorldX * skeletonRenderScale;
m.m13 = targetBone.WorldY * skeletonRenderScale;
SpineHandles.DrawArrowhead(transform.localToWorldMatrix * m);
break;
}
case 2: {
Bone childBone = bones.Items[1];
Vector3 child = childBone.GetWorldPosition(transform, skeletonRenderScale);
Handles.color = handleColor;
Handles.DrawLine(child, pos);
Handles.DrawLine(targetPos, child);
SpineHandles.DrawBoneCircle(pos, handleColor, normal, 0.5f);
SpineHandles.DrawBoneCircle(child, handleColor, normal, 0.5f);
SpineHandles.DrawBoneCircle(targetPos, handleColor, normal);
var m = childBone.GetMatrix4x4();
m.m03 = targetBone.WorldX * skeletonRenderScale;
m.m13 = targetBone.WorldY * skeletonRenderScale;
SpineHandles.DrawArrowhead(transform.localToWorldMatrix * m);
break;
}
}
}
//Handles.Label(targetPos, ikc.Data.Name, SpineHandles.BoneNameStyle);
}
// Path Constraints
handleColor = SpineHandles.PathColor;
foreach (var pc in skeleton.PathConstraints) {
active = pc.TranslateMix > 0;
if (active)
foreach (var b in pc.Bones)
SpineHandles.DrawBoneCircle(b.GetWorldPosition(transform, skeletonRenderScale), handleColor, normal, 1f * skeletonRenderScale);
}
}
static void DrawCrosshairs2D (Vector3 position, float scale, float skeletonRenderScale = 1f) {
scale *= SpineHandles.handleScale * skeletonRenderScale;
Handles.DrawLine(position + new Vector3(-scale, 0), position + new Vector3(scale, 0));
Handles.DrawLine(position + new Vector3(0, -scale), position + new Vector3(0, scale));
}
static void DrawCrosshairs (Vector3 position, float scale, float a, float b, float c, float d, Transform transform, float skeletonRenderScale = 1f) {
scale *= SpineHandles.handleScale * skeletonRenderScale;
var xOffset = (Vector3)(new Vector2(a, c).normalized * scale);
var yOffset = (Vector3)(new Vector2(b, d).normalized * scale);
xOffset = transform.TransformDirection(xOffset);
yOffset = transform.TransformDirection(yOffset);
Handles.DrawLine(position + xOffset, position - xOffset);
Handles.DrawLine(position + yOffset, position - yOffset);
}
static void DrawArrowhead2D (Vector3 pos, float localRotation, float scale = 1f) {
scale *= SpineHandles.handleScale;
SpineHandles.IKMaterial.SetPass(0);
Graphics.DrawMeshNow(SpineHandles.ArrowheadMesh, Matrix4x4.TRS(pos, Quaternion.Euler(0, 0, localRotation), new Vector3(scale, scale, scale)));
}
static void DrawArrowhead (Vector3 pos, Quaternion worldQuaternion) {
Graphics.DrawMeshNow(SpineHandles.ArrowheadMesh, pos, worldQuaternion, 0);
}
static void DrawArrowhead (Matrix4x4 m) {
float s = SpineHandles.handleScale;
m.m00 *= s;
m.m01 *= s;
m.m02 *= s;
m.m10 *= s;
m.m11 *= s;
m.m12 *= s;
m.m20 *= s;
m.m21 *= s;
m.m22 *= s;
SpineHandles.IKMaterial.SetPass(0);
Graphics.DrawMeshNow(SpineHandles.ArrowheadMesh, m);
}
static void DrawBoneCircle (Vector3 pos, Color outlineColor, Vector3 normal, float scale = 1f) {
scale *= SpineHandles.handleScale;
Color o = Handles.color;
Handles.color = outlineColor;
float firstScale = 0.08f * scale;
Handles.DrawSolidDisc(pos, normal, firstScale);
const float Thickness = 0.03f;
float secondScale = firstScale - (Thickness * SpineHandles.handleScale * scale);
if (secondScale > 0f) {
Handles.color = new Color(0.3f, 0.3f, 0.3f, 0.5f);
Handles.DrawSolidDisc(pos, normal, secondScale);
}
Handles.color = o;
}
internal static void DrawCubicBezier (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3) {
Handles.DrawBezier(p0, p3, p1, p2, Handles.color, Texture2D.whiteTexture, 2f);
// const float dotSize = 0.01f;
// Quaternion q = Quaternion.identity;
// Handles.DotCap(0, p0, q, dotSize);
// Handles.DotCap(0, p1, q, dotSize);
// Handles.DotCap(0, p2, q, dotSize);
// Handles.DotCap(0, p3, q, dotSize);
// Handles.DrawLine(p0, p1);
// Handles.DrawLine(p3, p2);
}
}
}